Reimagining Health and Disability Through Relationships in Virtual Worlds
Donna Davis, University of Oregon, United States ; Derek Moscato, Western Washington University, United States
Journal of Interactive Learning Research Volume 28, Number 4, ISSN 1093-023X Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
This study explores how visual narratives stemming from the experience of healthy embodiment in social virtual worlds, especially for individuals living with chronic disease or disability, both fosters relationships and more broadly impacts physical and emotional life experience and overall quality of life. It does so through the lens of social capital cultivation as the most important driver of uses and gratifications in virtual and digital media environments. Specifically, this paper presents a case analysis of a community of people with disabilities (PWD) as well as a group of people with Parkinson’s disease (PD) who have formed an extraordinary bond through their PD support group. Through more than 2,000 hours of participant observation and group discussion and interview transcript analysis and digital artifact analysis from virtual designs and experiences that cover all aspects of life with disability, one of the most powerful themes that emerged from their interactions is the value of their relationships.
Davis, D. & Moscato, D. (2017). Reimagining Health and Disability Through Relationships in Virtual Worlds. Journal of Interactive Learning Research, 28(4), 315-340. Waynesville, NC: Association for the Advancement of Computing in Education (AACE). Retrieved March 27, 2023 from https://www.learntechlib.org/primary/p/178251/.
© 2017 Association for the Advancement of Computing in Education (AACE)
ReferencesView References & Citations Map
- Bailenson, J.N., Yee, N., Blascovich, J., Beall, A.C., Lundblad, N., & Jin, M. (2008). The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context. Journal of the Learning Sciences, 17(1), 102–141. Https://doi.org/10.1080/10508400701793141
- Bandura, A. (2000). Exercise of human agency through collective efficacy. Current directions in psychological science, 9(3), 75–78.
- Bem, D.J. (1972). Self-Perception Theory. Advances in Experimental Social Psychology, 6, 1–62. Https://doi.org/10.1016/S0065-2601(08)60024-6
- Cutler, N.E., & Danowski, J.A. (1980). Process Gratification in Aging Cohorts. Journalism Quarterly, 57(2), 269–76.
- Davis, D.Z., & Calitz, W. (2016). Finding healthcare support in online communities: An exploration of the evolution and efficacy of virtual support
- Despres, D. (2013). The Drax Files: World Makers [Episode 13: Creations for Parkinson’s]. Retrieved from https://www.youtube.com/ watch?v=nyiiWxNguGo
- DiPietro, J.C., & Black, E.W. (2009). Visual analysis of avatars in gaming environments. In R.E. Ferdig (Ed.), Handbook of Research on Effective Electronic Gaming in Education (pp. 606–620). Hershey, PA: Information Science
- French, K. (2017). First they got sick, then they moved into a virtual utopia. WIRED. Retrieved from https://www.wired.com/2017/02/first-they-got-sickthen-they-moved-into-a-virtual-utopia/
- Geertz, C. (1973). Thick description: Toward an interpretive theory of culture. In C. Geertz (Ed.), The interpretation of cultures (pp. 3–30). New York, NY:
- Grimaldi, C., & Goette, T. (1999). The Internet and the independence of individuals with disabilities. Internet Research, 9(4), 272–280.
- Kaye, B.K., & Johnson, T.J. (2002). Online and in the know: Uses and gratifications of the web for political information. Journal of Broadcasting& Electronic Media, 46(1), 54–71.
- Kragen, P. (2016). Parkinson’s patients to climb Machu Picchu. The San Diego Union Tribune. September 9, 2016. Retrieved from http://www.sandiegouniontribune.com/lifestyle/people/sdut-parkinsons-patients-climbing-ma DASHDASH
- Papacharissi, Z. (2009). The virtual geographies of social networks: a comparative analysis of Facebook, LinkedIn and ASmallWorld. New Media& Society, 11(1-2), 199–220.
- Putnam, R.D. (2000). Bowling alone: The collapse and revival of American community. New York: Simon& Schuster
- Raacke, J. And Bonds-Raacke, J. (2008) MySpace and Facebook: Applying the Uses and Gratifications theory to exploring friend-networking sites. Cyberpsychology & Behavior, 11, 169-174.
- Rubin, A.M. (2009). Uses-and-gratifications perspective on media effects. In J. Bryant& M.B. Oliver (Eds.), Media Effects: Advances in Theory and Research (pp. 165–184). New York, NY: Routledge.
- Ruggiero, T.E. (2000). Uses and gratifications theory in the 21st century. Mass communication& Society, 3(1), 3–37.
- Stendal, K., Molka-Danielsen, J., Munkvold, B.E., & Balandin, S. (2013, January). Social Affordances for People with Lifelong Disability through Using Virtual Worlds. In System Sciences (HICSS), 2013 46th Hawaii International Conference on (pp. 873–882). IEEE.USA.
- Sundar, S.S., & Limperos, A.M. (2013). Uses and grats 2.0: New gratifications for new media. Journal of Broadcasting& Electronic Media, 57(4), 504– 525. Http://dx.doi.org/10.1080/08838151.2013.845827Taylor,T.(2002).Livingdigitally: Embodiment in virtual worlds. In R. Schroeder (Ed.), The social life of avatars: Presence and interaction in shared virtual environments. London: Springer-Verlag.
- Virtual Ability (2017). Http://www.virtualability.org
- Wagner, J. (2013). Woman with Parkinson’s reports significant physical recovery after using Second Life-Academics researching. New World Notes. Retrieved from http://nwn.blogs.com/nwn/2013/02/second-life-possibleparkinsons-therapy.html
- Williams, D. (2006). Measuring bridging and bonding online and off: The development and validation of a social capital Instrument. Journal of ComputerMediated Communication, 11(2). Retrieved July 31, 2006, from http://jcmc.indiana.edu/vol11/issue2/williams.html
- Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., & Nickell, E. (2006). From tree house to barracks: The social life of guilds in World of Warcraft. Games and Culture, 1(4), 338–361.
- Yee, N., & Bailenson, J. (2007). The Proteus effect: The effect of transformed self-representation on behavior. Human Communication Research, 33(3), 271–290. Https://doi.org/10.1111/J.1468-2958.2007.00299.xZielke,A.,Roome,C., & Krueger, A.B. (2009). A composite adult learning model for virtual world residents with disabilities: A case study of the virtual ability second life® island. Journal of Virtual Worlds Research, 2(1), 3–21.
These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.Suggest Corrections to References